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Weekly Progress Report #20

Happy Holidays!

I hope you're all doing well and staying safe this holiday season. A lot of changes happened in PogoChamp this week. I have been prepping the demo for the upcoming Steam Game Festival, and while I've made a lot of improvements this week, my todo list just keeps getting longer. Still, there were some very important changes this week: I updated the keyboard & mouse camera controls to be a lot more usable, I totally revamped the way that friction works in the game to remove some of the more esoteric / unexpected interactions, and I finally got all my shaders working in Unity 2020.2.

Bug of the Week

While trying to get rolling working again after completely reworking friction, I caused this. The above is just directly translating controller input into character acceleration. I thought it was pretty funny. The actual rolling fix involved reducing the unity built-in friction to almost 0 on the character, and then manually calculating proper character speed based on how the character was rotating.

Changelog
  • Go directly to main menu when returning from replay mode (skip initial splash screens).
  • Remove realistic skyboxes from the project, replace level select terrain with something more stylized.
  • Remove realistic skyboxes, replace level select terrain. Allows you to input directions that are within 45 degrees of the "actual" direction and they'll still be valid.
  • Fix bug where attempt count wasn't reset when you restarted a level after completing it.
  • Finally add a "Reset Level" button to the pause menu.
  • Fixed an error that prevented seeing through objects.
  • Updated material used when seeing through walls that have a grid.
  • Fixed issue where restarting a level triggered several hundred NullReference errors related to DoTween Animations.
  • Fix issue where I was spawning a 0.3 second animation every frame while positioning the jump charge UI.
  • Change most of the beginning levels to use convex mesh colliders so that wall detection works properly.
  • Removed colliders from the decorative container boxes that surround several levels.
  • Updated the surface materials on several levels.
  • Fixed certain styled materials using incorrect semitransparent materials when being seen through.
  • Swapped Air Control and Up Hill level order.
  • Moved Shepherd later in the level order so it's not in the demo.
  • Added an "End of Demo" level with links to Steam and Discord.
  • Updated Screen Wipe animation to be reversible and customizable from other scripts.
  • Adjusted Level Select input direction between levels 19 and 20.
  • Made it so that demo players are locked into a specific set of levels in Level Select.
  • Removed the deprecated locked level arrow logic from Level Select.
  • Made the gate open animation reversible for right -> left level connections.
  • Fixed Replay Menu mouse scroll wheel sensitivity.
  • Updated Replay Menu row UI to show properly formatted dates, number of attempts, and completion time.
  • Separated mouse and controller camera controls to improve mouse camera.
  • Changed mouse camera to require a click while moving.
  • Updated Cinemachine from 2.5.0 to 2.6.3.
  • Fixed bug where camera's Y sensitivity would load the X sensitivity value when opening the options menu.
  • Added Options Menu option for mouse camera rotation style. Defaults to "While Dragging", but can be set to "Always On".
  • Revert Cinemachine back to 2.5.0 because 2.6.3 added some weird lerping that would make people sick.
  • Updated camera tutorial level text to handle mouse-based camera controls.
  • Updated camera tutorial level text to be flush with the wall.
  • Update camera low position so you don't see through the floor.
  • Update TextMeshPro from 3.0.1 to 3.0.3.
  • Fix incorrectly assigned Options Menu items.
  • Update 6 screens to use the "New Input System" EventSystem for navigation.
  • Make spacebar act as "Submit" in all menus.
  • Reimport FlatKit now that it has been updated for Unity 2020.2. (got the fix from the developers)
  • Fix many material & shader issues with Level Select and Character.
  • Reduced the number of materials used for the pogo stick from 6 to 2.
  • Fixed level select arrow transparency (the transparent parts weren't all the way transparent).
  • Various shader & material adjustments for the character now that I'm using FlatKit again.
  • Adjusted the color of the Level Select tower.
  • Doubled the star requirement text size in Level Select gates.
  • Completely reworked sliding logic and physics. This fixes the situation where you would slide across the ground with no friction if you landed at an extreme angle. It also completely broke rolling.
  • Added a toggle to hide the "Ragdoll Forbidden Zone" gizmo in Scene view.
  • Fixed issue where character's body collider was offset from the base collider, resulting in interactions being different depending on which direction you were facing, and making rolling act as if you were football shaped.
  • Adjust character lean angle slightly so that the head collider lines up better with the center of the character.
  • Fixed body collider bottom offset regression cause by earlier fix.
  • Adjust the distance you slide based on the orientation of your landing relative to the direction you're moving. Pointing in the same direction that you're moving = longer slide, pointing away from the direction you're moving = shorter slide.
  • Implemented custom friction code as a replacement for the previous versions of the character sliding logic (yes, I replaced the replacement).
  • Fixed bug in custom friction code where character would never actually hit zero velocity.
  • Apply new friction relative to moving surfaces (like conveyor belts). This finally makes moving platforms work properly.
  • Remove code for the old way I accounted for moving surfaces.
  • Re-add rolling. (A lot harder than it seems!)
  • Fixed bug where sliding vfx would play constantly while rolling.
  • Fixed bug where you could stick to walls if you landed relatively parallel to them.
  • Removed "The One Ring" level from the demo and replaced it with "Facade".
  • Fix bug where The One Ring level would instantly kill you.
  • Fixed skid vfx position.